If you want effective and fitting art, I would stick to an 8-bit color palette, limit and restrict the size of every sprite, and then add as much 'detail' as you can with those limitations.

'8-bit' games that you saw on the early Nintendo consoles didn't have art like this at all. The developers had very little colors and limited resources, they had to pack as much detail into a sprite as they could, and damn well they did.

Particle system implemented, see picture below, the picture shows the particles emitted from an explosion, in that case it is the explosion caused when the doctor regenerates.

Speaking of regeneration, the doctor can regenerate 11 times, from the first doctor to the 12, currently the only sprites used for all doctors is Matt Smith's, or the 11 doctor that I made when I created the game. The regeneration currently resets your health, is instant (I will probably make it take a few seconds, if your hit you'll die, like in the show), emits an explosion, and kills any unfortunate entity that gets in the way of the energy released (Deals Integer.MAX_VALUE to any entity within a 128 pixel radius. Poor daleks.)

I feel I cheated with the way I did the enums, but it was brilliant. If anyone has any suggestions or ideas, leave a comment!

I feel I cheated with the way I did the enums, but it was brilliant. If anyone has any suggestions or ideas, leave a comment!

If your looking for suggestions, all Enums have a valueOf(String) static method that returns the Enum with that name. Which is what you're doing. They also have an ordinal() method which returns the position of the Enum (as in from the order in which they were defined). Better that making a String and comparing Strings the whole time.

Then you don't have to copy and paste 11 times. Also Doctor.values() should be cached but I wanted to keep it simple. And then if Arrays.asList(Doctor.values()).indexOf(this) returns the last element of the Doctor.values() array then just implement your behavior for whatever happens after 11 regenerations.

Swordsminer, this is going great, but I have one complaint about your engine.

XML level format. You really have to get a new level editing idea, because that is just crazy inefficient. You are essentially using 20-30x as much space as you could be if you used standard level saving ideas, like saving a text file full of ID's. This will result in longer editing time, and longer parsing time.

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